annotate srogue/wizard.c @ 111:7f8f43943b1f

Fix some terribly depressing corruption during restore. In rogue5/state.c, rs_read_daemons() zeroes out the argument and delay if the daemon slot is empty. Unfortunately that code ended up on the wrong side of the brace that closes the for loop, so instead of running after each daemon, it got run once after the loop exited, when the index was of course out of bounds. This tended to manifest, when compiled with -O2, by overwriting hw and setting it to NULL. When inventory() next ran, hw would be passed to wgetch(), which returns ERR when it gets a NULL argument. This made md_readchar() think something was wrong and autosave the game. Upon investigation, rogue3 was found to commit the same mistake. rogue4 and srogue don't zero the data. arogue5 already does it properly. Someday I am going to run all this through Valgrind. Someday when I am a kinder person who will not be driven to invoke hordes of trolls and centaurs upon the original authors.
author John "Elwin" Edwards
date Wed, 08 Jan 2014 16:44:16 -0500
parents 3aa87373c908
children 458df24e973d
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1 /*
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2 * Mostly wizard commands. Sometimes used by players.
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3 *
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4 * @(#)wizard.c 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
60
3aa87373c908 srogue: include missing headers.
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17 #include <stdlib.h>
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18 #include <termios.h>
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19 #include <ctype.h>
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20 #include "rogue.h"
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21 #include <pwd.h>
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22 #include "rogue.ext"
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23
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24 extern struct termios terminal;
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25
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26 /*
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27 * whatis:
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28 * What a certain object is
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29 */
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30 whatis(what)
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31 struct linked_list *what;
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32 {
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33 reg struct object *obj;
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34 reg struct linked_list *item;
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35 reg int wh;
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36
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37 if (what == NULL) { /* we need to ask */
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38 if ((item = get_item("identify", 0)) == NULL)
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39 return;
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40 }
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41 else /* no need to ask */
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42 item = what;
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43 obj = OBJPTR(item);
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44 setoflg(obj, ISKNOW);
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45 wh = obj->o_which;
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46 switch (obj->o_type) {
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47 case SCROLL:
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48 s_know[wh] = TRUE;
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49 if (s_guess[wh]) {
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50 free(s_guess[wh]);
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51 s_guess[wh] = NULL;
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52 }
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53 when POTION:
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54 p_know[wh] = TRUE;
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55 if (p_guess[wh]) {
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56 free(p_guess[wh]);
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57 p_guess[wh] = NULL;
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58 }
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59 when STICK:
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60 ws_know[wh] = TRUE;
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61 if (ws_guess[wh]) {
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62 free(ws_guess[wh]);
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63 ws_guess[wh] = NULL;
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64 }
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65 when RING:
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66 r_know[wh] = TRUE;
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67 if (r_guess[wh]) {
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68 free(r_guess[wh]);
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69 r_guess[wh] = NULL;
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70 }
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71 }
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72 if (what == NULL)
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73 msg(inv_name(obj, FALSE));
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74 }
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75
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76
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77 /*
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78 * create_obj:
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79 * Create any object for wizard or scroll (almost)
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80 */
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81 create_obj(fscr)
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82 bool fscr;
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83 {
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84 reg struct linked_list *item;
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85 reg struct object *obj;
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86 reg int wh, ch, otype;
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87 char newitem, newtype, msz, *oname;
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88 struct magic_info *mf;
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89 bool nogood = TRUE, inhw = FALSE;
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90
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91 if (fscr)
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92 msg(" ");
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93 else if (wizard) {
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94 msg("Create what?%s: ", starlist);
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95 ch = readchar();
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96 mpos = 0;
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97 if (ch == ESCAPE)
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98 return;
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99 else if (ch != '*')
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100 nogood = FALSE;
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101 }
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102 if (nogood) {
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103 inhw = TRUE;
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104 wclear(hw);
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105 wprintw(hw,"Item\tKey\n\n");
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